Lirianne

Sweet Lucille's page

91 posts. Alias of pH unbalanced.


Full Name

Sweet Lucille Kelthorn

Race

Human

Classes/Levels

(Spellscar Drifter) Cavalier 2

Statline:
hp: 17/18; AC:18 T:14, FF:14; Fort 4, Ref 4, Will 1; BAB 2 Melee 6 Rngd 6 CMB 2/6 CMD 17; Init: +4 Perc +3 Ammo:14/20 bp, 17/23 bull, 10/10 CI bull, 3/3 Cart, 2/2 CI Cart, 31/32 Arrow

Gender

Female

Size

M

Age

30

Alignment

N

Deity

Erastil (not devout)

Location

Kenabres

Languages

Common, Kelish, Hallit

Occupation

Farmhand/Gun for Hire

Strength 12
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 12
Charisma 15

About Sweet Lucille

GENERAL:
Female Human Cavalier (Spellscar Drifter) 1
Neutral Medium Humanoid (Human)
Init: +4; Perception: +3
Languages: Common, Hallit, Kelish

Str: 12 Dex: 18 Con: 12 Int: 12 Wis: 12 Cha: 15

BOOKKEEPING:

Order of the Land
Archetype: Spellscar Drifter
Mount: Horse (Rusty)
Feats: Amateur Gunslinger (archetype), Catch Off Guard (order Lvl 2)Gunsmithing (archetype), Point Blank Shot (Lvl 1), Weapon Finesse (human)
Traits: Child of the Crusade (Campaign), Just Like New (Combat), Prehensile Whip (Equipment)
Drawback: Overprotective
Favored Class: Cavalier (+2 skill)
Skills Purchased: 2 Ranks each in Craft (Alchemy), Intimidate, Perception, Survival, 1 Rank each in Climb, Escape Artist, Handle Animal, Knowledge (Local), Knowledge (Nature), Ride,

COMBAT INFO:

DEFENSE

AC:18, Touch 14, Flat-footed 14 (+4 armor, +4 Dex)
hp 18 (2d10 +2)
Fort +4, Ref +4, Will +1
CMD 17

OFFENSE

BAB +2; CMB +2/(+6 w/Finessable Weapon)
Spd 30 ft.

Melee Weapons:
Whip +6 (1d3+1/x2)
Cold Iron Short Sword +6 (1d6+1/19-20/x2)

Ranged Weapons:
Musket +6 (1d12/x4/40 ft)
Short Bow +6 (1d6/x3/60 ft)


SKILLS:

Acrobatics: +3
Bluff: +2
Climb: +4
Craft (Alchemy): +6
Diplomacy: +2
Disable Device: +3
Disguise: +2
Escape Artist: +4
Fly: +3
Handle Animal +6 (+10 w/Mount)
Intimidate: +7
Knowledge (Local) +5
Knowledge (Nature) +2
Perception: +3
Perform: +2
Ride: +8 (+12 w/Mount)
Sense Motive +1
Sleight of Hand +3
Spellcraft +1
Stealth: +3
Survival +6 (+7 to avoid getting lost)
Use Magical Device +2

CAVALIER ABILITIES:

Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.
A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.
A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
(Horse named Rusty)
Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
(Order of the Land)

ORDER OF THE LAND:

There are some cavaliers who dedicate themselves to the land and the people who inhabit the rural areas between urban centers. These cavaliers often lead untrained militias of revolutionaries in backwoods towns, fighting against oppressive governments or the savage elements that threaten citizens in their daily lives. Self-reliance and the ability to make do with sparse resources are hallmarks of a cavalier who follows the order of the land.

Edicts: The cavalier must always strive to protect the common folk from the depredations of oppressive regimes. He must not decline any duty or mission because he is not properly equipped for it.

Challenge: Whenever an order of the land cavalier issues a challenge, he receives a +1 morale bonus on ranged attack rolls against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the land cavalier adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills. In addition, whenever an order of the land cavalier makes a Survival check to avoid getting lost, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the order of the land gains the following abilities as he increases in level.

Adaptive Strike (Ex): At 2nd level, the cavalier receives Catch Off-Guard as a bonus feat. As a swift action, he can cause an armed opponent to become flat-footed against any attacks he makes during that round with an improvised weapon. This ability can be used once per combat.

SPELLSCAR DRIFTER:

Weapon and Armor Proficiency: Spellscar drifters are proficient with all simple and martial weapons, the whip, and with all firearms. They are proficient with all light armor. This replaces the cavalier’s normal weapon and armor proficiencies.

Have Gun: At 1st level, the Spellscar drifter gains Amateur Gunslinger and Gunsmithing as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger. This ability replaces tactician.

GRIT & DEEDS:

Grit (Ex): Grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Charisma modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

TRAITS, DRAWBACKS & FEATS:

Amateur Gunslinger: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom (Charisma, per Spellscar Drifter) modifier (minimum 1). You can regain grit using the rules for the gunslinger's grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.
Deed chosen: Deadeye
Catch Off-GuardFoes are surprised by your skilled use of unorthodox and improvised weapons. You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Child of the Crusade: Your parents were members of the crusade, as were their parents before them. The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Marshal.
Gunsmithing: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour's worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger (or Spellscar drifter, per Have Gun class feature), this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
Just Like New: Broken firearms are not problems—they are challenges. Your first attempt to remove the broken condition from your starting firearm and to upgrade it to a masterwork weapon costs 150 gp instead of 300 gp. In addition, when wielding a firearm that has the broken condition or is treated as if it had the broken condition, you take a –1 penalty on attack rolls made with it instead of the normal –2.
Overprotective: In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Prehensile Whip: In your hand a whip has a life of its own, wrapping around pillars and beams with ease. You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

BACKGROUND:

The last thing Lucille Kelthorn expected was to fall in love. But she was smitten the moment she stepped off the boat that had taken her the entire length of the Sellen River -- smitten with Mendev.

Lucille had heard stories about Mendev all her life, of course. She was the only child of former Crusaders, who had thought the wildness of the Spellscar Desert might be safer then the demonic terrors of the Worldwound. They had told her all about Mendev, its people, and its plight -- and far too much about its politics. But somehow, they had never told her of its beauty, or its resolute majesty in the face of eternally impending doom.

And so the journey Lucille had begun as a self-imposed exile with the expectation of a romantically quick death, became instead a truly new beginning. She spent a year roaming the countryside with her horse Rusty doing odd jobs -- sometimes as a farmhand or animal trainer, sometimes as a courier or hired gun. But eventually she decided that it was time to make her way to Kenabres and join the Crusade. That was, after all why she had come.

DESCRIPTION:

Lucille is a handsome woman of thirty. Her skin is weathered from years in the desert, her build is solid but lean, with every spare ounce burned away. Twin braids of dark blonde hair fall to her shoulders. Her clothing is faded, but was nothing special when new. Her one affectation is the jet black bowler perched on her head at all times. She has recently begun to adorn it with a large yellow feather in the hatband, which is her idea of a joke. Sweet Lucille has been mistaken for a former Calistrian prostitute so many times -- apparently no other attractive women know how to use whips -- she has decided to encourage the misidentification, all the better to feign indignation later.

"Sweet" is, of course, the very opposite of her public demeanor. Lucille is dour and laconic, and tends to let others rush in to fill long silences with a stupidity that she often leaves unchallenged. However, the few times she has run with the same people for an extended period of time she has eventually come out of her shell and become quite the charmer and storyteller. And whether in a group or not, Lucille is always fiercely protective of those she thinks of as "her people".

EQUIPMENT:

(Anything without a price came as part of the Gunslingers Kit for 26gp. All ammo was bought at Gunsmithing prices: 10% of price for Blackpowder or bullets, 50% of price for Cartridges)

on Rusty
Riding Saddle: 10gp
Bit & Bridle 2gp
Bedroll
Iron Pot
Mess Kit
5 days Rations

Worn
Mwk Chain Shirt
Backpack
Bandolier 5sp

In Backpack
Studded Leather: 25gp
50' Rope
Caltrops
Smokestick
Alchemists Fire
2xAcid Flask
9 Torches
Grooming Kit 1gp
Gunsmith's Kit
Waterskin

Slung over shoulder
Battered Musket: free
Shortbow: 30gp
Quiver of 31 arrow: 1gp

on Belt
Cold Iron Shortsword: 20gp
Whip: 1gp
Potion of CLW
Dagger
Belt Pouch

On Bandolier
Powder Horn
2x Cold Iron Alchemical Cartridges: 12.4gp
3x Standard Alchemical Cartridges: 18.3gp
14 doses Black Powder: 20.0gp
10 Cold Iron Bullets: 2.0gp
17 Standard Bullets 2.3gp
Dagger

Belt Pouch
Flint & Steel
Coins: 1gp
22sp
30 cp